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																@ -527,6 +527,10 @@ typedef enum { | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int) | 
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																    RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int) | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int) | 
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																    RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int) | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int) | 
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																    RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int) | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_UINT,             // Shader uniform type: unsigned int | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_UIVEC2,           // Shader uniform type: uivec2 (2 unsigned int) | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_UIVEC3,           // Shader uniform type: uivec3 (3 unsigned int) | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_UIVEC4,           // Shader uniform type: uivec4 (4 unsigned int) | 
															
														
														
													
														
															
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																    RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d | 
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																    RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d | 
															
														
														
													
														
															
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																} rlShaderUniformDataType; | 
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																} rlShaderUniformDataType; | 
															
														
														
													
														
															
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																@ -4236,6 +4240,10 @@ void rlSetUniform(int locIndex, const void *value, int uniformType, int count) | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; | 
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																        case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; | 
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																        case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; | 
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																        case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break; | 
															
														
														
													
														
															
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																        case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; | 
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																        case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; | 
															
														
														
													
														
															
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																        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); | 
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																        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); | 
															
														
														
													
														
															
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